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Ruff's Cobbled SG Modpack

Finally! Version 2.0 of Ruff's Cobbled SG Mod is now available. There are two versions, one for vanilla Civ4 (v1.61) and one for Warlords Civ4 (v2.08). The aim of these mod packs is to enhance SG play and reporting without having any impact on game rules. So, just to be clear ... one of the primary aims of this mod is ...

UNALTERED GAMEPLAY​

​

Spoiler:

bahhh - not the primary aim ... that would be about having fun playing with python and bending the game to my will!

Let me know if I have got any of the references or links incorrect or (even worse) missing.

Installation
The best place to install this mod is under your 'my docs' civ4 folder. It is designed to sit on top as an optional component of your civ4 game. You should rename your current customassets folder prior to unzipping this mod and then check if there is any compatibility issues between the created folder and your old customassets folder. To uninstall this mod, delete (or rename) the customassets folder - the game will create a null (empty) version of the customassets folder if it cannot find one.

... right click it, select "winzip", select "Extract to here". This will create two files ('RuffMod v2.ini' and 'ModSpcDomAdvColumns.txt' in the above folder and create a customassets directory.

For Civ4 Warlords ... put the RuffMod v2w.zip file here ...

C:\Documents and Settings\user-name\My Documents\My Games\Warlords\​

... right click it, select "winzip", select "Extract to here". This will create two files ('RuffMod v2w.ini' and 'ModSpcDomAdvColumns.txt' in the above folder and create a customassets directory.

There are no combatibility issues between this mod and ...
- blue marble
- ???

Mod Options
The unzip process creates a RuffMod_2.ini (vanilla) or RuffMod_2w.ini (warlords) file which controls almost all of the components in the mod pack. You can either edit this file using notepad (or similar) or use the in-game option screens. The options screen is activiated by Alt-J. There are various tabs which control various elements of this mod pack. There is also a 'credits' tab.

Thanks

A very special thanks to the poor saps at Deviant Minds who Rex strong armed into testing and providing very useful feedback and suggestions on this mod pack. A number of the significant improvements to the logger came about as throw away lines from the testers.

Thanks to the HOF Crew for their excellent mod, in particular, the in-game option screens which I borrowed fairly heavily from.My dream is to have some of my code make its way back to the HOF modnews - life is good ... some of my code did make its way into HOF-1.61.011 and HOF-2.08.004 !!

Thanks to the good people at CFC who provided answers to silly python questions - things that had caused me hours of pain, they were able to solve in 5 to 10 minutes (the buggers )

Known Issues:
There are a small number of issues with the current version (no promise of any fixes)

this isn't really an issue but ... items in customassets are not loaded if you check 'locked assets' - that is what locked assets mean ... no custom assets ... ie the assets are locked! ... so, my mod packs will not be loaded if you check 'locked assets'

The 'city growth' event fires after whipping or drafting and reports "city growth"

The 'turns to complete units / buildings' doesn't take account of overflow

Turning some options off / on require alt-tabing to refresh the screen (raw commerce for one)

The logger reports the city founded using the default name

Logger reports 'x/y' turns even if no time victory is possible

testing attitudes on yourself (ie how does Civ1 feel about Civ1) - you can get errors, need code to skip this

import the latest update to sevopedia

random civ-related names doesn't work for warlords

SpoilerNotes on the Logger :

I have extensively modified the logger based on personal experience and feedback from the forums. All logger information is controlled via a ini file (a la HOF logger) in a number of ways ...

The logger does NOT start on game start. You have to start the logger yourself using ALT-L. It will then display a dialog box regarding logging.

However, if you select the 'silent' option, the logger will start automatically with default file names and no in game messages

You also have the option of showing "IBT:" after the completion of your turn and before the computers turn

You can also dump battle statistics (total units victorious and defeated split between attacking and defending) to the log with ALT-B. This will also reset the counters.

The logger can now log war status (without any DLL changes in the vanilla version)

The logger can now log changes in State Religion

The logger can now log changes in attitudes

The logger can now log changes in civics

The combat message now contains the combat victory probability and location of the battle

The tech commenced message now contains the number of turns to learn the tech

The build (units and buildings) messages now contain the number of turns to complete the item

IBT:Judaism founded in BombaybJudaism has spread: BombaybChristianity founded in a distant landIslam founded in BombayIslam has spread: BombayHinduism founded in a distant landBuddhism founded in DelhiBuddhism has spread: DelhiCivics Change: Mansa Musa(Mali) from 'Despotism' to 'Universal Suffrage'Civics Change: Mansa Musa(Mali) from 'Barbarism' to 'Bureaucracy'Civics Change: Mansa Musa(Mali) from 'Tribalism' to 'Emancipation'Civics Change: Mansa Musa(Mali) from 'Decentralization' to 'Environmentalism'Civics Change: Mansa Musa(Mali) from 'Paganism' to 'Organized Religion'

Tried to play my own SG with it tonight and it broke the interface - all because of one silly tab. It just goes to show that you cannot make a simple change and assume it will work. Version 1.0.1 is now available with this issue fixed and some other small fixes too.

Great stuff ruff_hi. I installed and played away without any errors but autolog didn't work yet.

I think it's to do with the fact that you've put all the config info into the file HOF-1.61.001? Guessing here. I looked in that file and changed the settings of the default directory and your name to mine and a few others but it didn't load up the settings I set.

This file is in the 'Sid Meier's Civilization 4' directory. Do I have to 'load' this file or something to get it to work properly?

The default path is '\autolog' under your user CIV 4 directory (the one where games are saved, etc). It is normally 'C:\Documents and Settings\userid\My Documents\My Games\Sid Meier's Civilization 4\autolog'

# name of log file -- if there is no file of this name in the directory above, one will be created
LogFileName = Autolog.txt

The only addition from the HOF ini file is that I have added the 'DefaultLogFileName' part. If this is true (=1), then the log file will be the name of the player. For example, if you are playing in CTIV-5's war training camp, then the log file would be CTIV-5.txt. The dialog box will ask if you want to log the game or not - you are not given the option of changing the file name. If this is set to false (=0), then you will be given the chance of changing the file name as per the v1.52 logger.

You have to be very careful with dialog boxes in CIV4. Hitting enter just appears to close the dialog box and it might not register the 'button' event. So, click on OK instead of hitting enter. This is true with the custom log item too. I am thinking of changing the logging option from automatic to a user controlled key (say Alt-L). That way, it will not get tied up with the loading of the game.

I did the changes you mentioned above and it now creates the autolog file but there is no content in the file other than -
----------------------------New entries----------------------------Turn 81 (850 BC)

Nothing else shows up after this.

I also didn't want the random name thingy so I just removed the two random name python files from the custom assets directory. Should I modify any of the other files to reflect that they are gone?

I have attached the file PythonErr2.log to show that it does report that it is loading the relevant files (zipped as it won't let me attach log files).

Here is a beta version that fixes some of the logging issues you and I have noticed. Deleting the renameunit.py files was probably not the best way to go - better in that situation to open the RandomNameEventManager.py file with notepad and put a '#' mark in front of the 'unit.setname(' lines - caution, that line is in there twice. However, you don't have to do that with this version as I have included an 'enabled' option for the rename part in the RuffMod.ini file (right down the bottom).

Changes for this version ...

fixed some logging issues

combat results report if unit was defending or attacking

victories are reported in dark red, losses are reported in red

logging is started with Alt-L once the game has loaded with a message about if you are logging or not

new file attached above - have fun. The only thing that I am not happy about (at the moment) re the logger is that if you hit 'cancel' on the log file dialog box, it doesn't come back. If you hit ok, it does. I want it the other way around (doesn't come back if you have started logging, does come back if you haven't).

Just a quick question. Does the program just load whatever ini files are in the game directory? So if you have both the HOF and Ruff ini files it will load both? Does it matter that they both have the same stuff in them?

The name of the log files is explicitly mentioned in the python code - it doesn't just load all ini files. I am in the process of moving the items from the HOF.ini file to the RuffMod.ini file. At the moment (v1.0.2), the autologger and the unit rename stuff is in the RuffMod.ini file with the rest in the HOF.ini file.

Blue Marble 3.0 - about a gazillion times sexier than regular Civ 4.QES: "For a period of time, the rest of the world clamoured to get Levi's genes."Braindead's Mordor site - Dungeon crawling having nothing to do with LotR, plus a freeware remake in progress featuring descriptive text and crazy ideas by yours truly.​

Two questions: How do I disable the "clock" as I notice it reports the game turn +1? And how can I correct the game turn numbers in the autolog as it also reports game turn +1 after the opening turn?

Click to expand...

Thanks for the feedback. I was reporting on a game today and noticed that my logger turn counter was off. I wasn't aware that the clock didn't have an 'enable' feature.

Solutions to both of these involve changing the python code. For the clock, edit CvMainInterface.py and search for 'clock mod'. For the logger, it depends on if the very first turn is counted as '0' or '1'. I think that I have some code that counts it as '0' and some code that counts it as '1'. Obviously inconsistent. What do you think - is the first turn '0' or is it '1'? Anyway, the code is found in autologEventManager.py - search for '.getGame().getGameTurn()' ... caution, it appears twice. Once for when the logger is opened and once at the end of the round.